Search Results
Searched for posts by red_kangaroo in all forums

Showing results 31 - 40 out of 754 total
Modify your search
Posted by red_kangaroo, Feb 13 at 3:58 am
Is there are also an autosave file? You could try loading that one and see if it works better. Autosave should trigger every 100 turns, so not much progress lost.

Second option, there should be a Save folder in your IVAN folder. You could copy it aside and reinstall IVAN, then copy the Save folder back. This way your save is preserved and if something got messed up with IVAN itself, it should work again.

Third, in Options at the very bottom (page 3 or something like that), there should be an experimental option to load old or corrupted save files. If you turn it on and try to load your save file again, maybe it will work.
Posted by red_kangaroo, Feb 12 at 3:11 pm
Heh. Every unique has a few line you will only see if you somehow tame them.
Posted by red_kangaroo, Feb 12 at 6:39 am
vasiliy wrote
this is prolly where we can agree to disagree.

Yeah.

vasiliy wrote
i am sci-fi person, i HAET magic with passion.

See, while I like sci-fi, I definitely 100% prefer fantasy. Though science fantasy is pretty great middle ground.

vasiliy wrote
p.s.: one of the reasons i love IVAN is because there are no stupid spells, "schools of magic", spellbooks, and all that. i know that you aren't going to introduce that… but i want to drive the game even further away from it, if it is possible.
[/quote]

Yeah, this is one aspect of IVAN I hope is preserved. IVAN is one of few games that feel like true swords & sorcery - there's a lot of magic in the world and it will be used against our hero, but never by him (at least directly). Our protagonist is like a barbarian filled with awe when he sees the wonders of the world he can never fully graps. This felling woul dbe lost if we could ever learn to use magic unaided.
Posted by red_kangaroo, Feb 12 at 6:32 am
The intention here was that the imp explodes and then freezes mid explosion, creating a weird statue of crystal.
Posted by red_kangaroo, Feb 12 at 3:45 am
vasiliy wrote
also, just thought about mana more, and i have another idea. why it's a regular stat at all? for me, it belongs to "weapon expirience" stats — the more PC is using magic items, the more "magic weapon" expirience he get, just like with other kinds of weapons. and applying (breaking) wands should slightly decrease it, because that's not how magic wands are meant to be used!

I like the idea of magic skill, but I still think that a stat for natural affinity for magic is good to have - just like you have both Dexterity and weapon skill.
Posted by red_kangaroo, Feb 12 at 3:34 am
Yeah, I will open a PR with this fix.
Posted by red_kangaroo, Feb 11 at 10:00 am
Vampires should be able to drink potions of blood.
Posted by red_kangaroo, Feb 11 at 9:55 am
Oops! Added here: https://github.com/Attnam/ivan/issues/664

If you turn on wizard mode, you can level-teleport. Or if you haven't played much/saved, maybe if you force-close your game and load a quicksave, you will be back before that happened.
Posted by red_kangaroo, Feb 11 at 9:26 am
Is run command gone, or am I completely blind?

Crash when entering UT1 for a second time:

Can't open dungeons/level_4_0.dat for input!

Repeatable: Immediately after starting the game, go down to UT1, up again, and down again. Crash!

Is this supposed to happen with save file names? Also see the player's name in picture 2.
Posted by red_kangaroo, Feb 11 at 2:39 am
vasiliy wrote
tbh, i doubt that mana concept fits to IVAN, at least as i see the game. even if i'll ever implement "wizard training route", it will only allow the player to direct their wands in more than 8 directions, that's all. as Yancakes wrote: "Our hero is a schlub! A fast learning one, but a schlub nonetheless." there are more than enough games with classes, magic systems, and such. i don't think that we need to follow them.

IVAN is a complex game which hides its complexity under relatively limited number of options, so let it stay as that. new players need not to think which class to choose, which traits to take, and so on. and this is the first of many traps IVAN prepared for unsuspected players, lol. "look, this game is so easy!" the limited number of stats helps to better setup this "metatrap", i believe.

I completely agree, the player should not be able to learn spellcasting. However, in vanilla I used Mana as "magic item affinity". Basically, higher Mana lowers cooldown of all magic items you have, or otherwise influences their effects. I reasoned that while the player cannot use magic actively, their magic items are drawing their energy from somewhere (from the user), so a latent talent for magic will still help.

But yeah, I don't think the player should ever be able to learn "real" spells.

Similarly, Will in vanilla is used as a saving throw against many detrimental effects - like sirens. Though it might be currently a bit too weak and should be rebalanced.

vasiliy wrote
by the way: if you'll manage to befriend Kaethos, and give him a healing potion, he'll drink it, and grow a new leg. this is because intelligent monsters will check if they're missing some limbs, and consider this as "need healing" situation. (yes, just checked this. it works.)

Yes!